Compatibility
Minecraft: Java Edition
26.1.2
1.21–1.21.1
1.20–1.20.1
1.19.2
Platforms
Supported environments
Client and server
Links
Tags
Creators
Details
Licensed MIT
Published 3 years ago
Updated 2 weeks ago

FAQ
Further enchantments are planned
- Hunter
- Confusion (maybe)
- Voiding (maybe)
- Straight Shot (maybe)
- ...?
General Technical Definitions
New trigger point for enchantment effects
equipment_change_trigger: When changing any equipped item- Most enchantments in this mod apply data attachments to the target entity, which handle the logic
- Meaning it is unlikely that they work well with other trigger points for enchantments
New loot item conditions
entity_typematch_item_entity
Entity Type
Allows broader checks for entities
EntityType (LootItemCondition)
{
"type": Type, // [Mandatory] ||
"entity": EntityTarget // [Mandatory] || Which entity of the loot context is checked
}
Type
living_entity: Entities that extend theLivingEntityclass (i.e., noMinecarts,Itemsetc.)enemy: Entities that implement theEnemyinterface or are of the mob categoryMONSTERtamed: Entities that extend theTamableAnimalclass and are tamedanimal: Entities that extend theAnimalclassitem: Entities that extend theItemEntityclassexperience_orb: Entities that extend theExperienceOrbclass
EntityTarget
thisattackerdirect_attackerattacking_player
Match Item Entity
Allows using ItemPredicates to check the item of the Item Entity
{
"predicate": ItemPredicate, // [Optional] || To match the item of the item entity, all are valid if left empty
"target": EntityTarget // [Optional] || Which entity of the loot context is checked (Default: 'this')
}
Additional explanations
- ItemPredicate: Check the
predicatedefinition of match_tool
EntityTarget
thisattackerdirect_attackerattacking_player
Enchantments
Fluid Vision
- Improves visibility through fluids from above
- Improves visibility while within the fluids


Default Effects
Level 1:
- Improves visibility in water
Level 2:
- Improves visibility in lava
- Improves visibility in
createfluids (#additional_enchantments:createfluid type tag) - Improves visibility in
the_bumblezonefluids (#additional_enchantments:bumblezonefluid type tag) - Better visibility
Level 3:
- Fluids from
Level 1andLevel 2 - Better visibility
Level 4:
- Fluids from
Level 1andLevel 2 - Better visibility
Technical Definition
{
"vision": { // [Mandatory] ||
"values": [ // [Mandatory] ||
{
"level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply
"min": integer, // [Optional] ||
"max": integer // [Optional] ||
},
"value": [ // [Mandatory] ||
{
"id": ResourceLocation, // [Mandatory] || Unique identifier for the effect
"fluid_types": HolderSet<FluidType>, // [Mandatory] || Defines to which fluids this effect will apply to
"percentage": LevelBasedValue // [Mandatory] || Defines how see-through the fluid will be and by how much the viewing distance within the fluid will be improved
}
]
}
]
}
}
Additional explanations
Homing
- Causes the projectile to home in on targets
- Entities closest to the camera focus are prioritized (i.e., the entity you look at)
- Friendly entities (your tamed animals, allies or their tamed animals, players if pvp is disabled) are ignored
- The target definition with the highest priority is checked first
Default Effects
All Levels:
- Living entities (priority 0)
- Except
minecraft:villager,minecraft:iron_golemandminecraft:enderman
- Except
- Animals (priority 1)
- Enemies (priority 2)
- Except
minecraft:enderman
- Except
- Bosses (priority 3)
#c:bossesandminecraft:warden
Level 2
- Improved search range, velocity and turn angle per tick
Level 3:
- Improved search range, velocity and turn angle per tick
Technical Definition
{
"homing": { // [Mandatory] ||
"values": [ // [Mandatory] ||
{
"level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply
"min": integer, // [Optional] ||
"max": integer // [Optional] ||
},
"value": [ // [Mandatory] ||
{
"id": ResourceLocation, // [Mandatory] || Unique identifier for the effect
"projectiles": HolderSet<EntityType>, // [Optional] || Projectiles this effect applies to (none specified = all)
"target_condition": LootItemCondition, // [Mandatory] || Determines which entities are targeted
"search_range": { // [Mandatory] || Specifies the search range used to pick targets
"front": LevelBasedValue, // [Optional] || (Default: 0)
"back": LevelBasedValue, // [Optional] || (Default: 0)
"left": LevelBasedValue, // [Optional] || (Default: 0)
"right": LevelBasedValue, // [Optional] || (Default: 0)
"up": LevelBasedValue, // [Optional] || (Default: 0)
"down": LevelBasedValue // [Optional] || (Default: 0)
},
"velocity_multiplier": LevelBasedValue, // [Mandatory] || A multiplier that is applied per tick to the projectiles velocity
"max_turn_per_tick": LevelBasedValue, // [Optional] || The maximum amount of degrees the projectile can turn per tick (Default: 180, meaning it will snap directly to the target)
"priority": integer // [Optional] || The priority of this effect (Default: 0)
}
]
}
]
}
}
Additional explanations
- ResourceLocation
- HolderSet
- LootItemCondition
thisentity relates to the targeted entityoriginrelates to the position of the targeted entityattacking_entityrelates to the owner of the projectiledirect_attacking_entityrelates to the actual projectile
- LevelBasedValue
Perception
- Displays entities as glowing using custom colors, see below to which entities are affected by default

Default Effects
Level 1:
- Highlights valuable items (
#additional_enchantments:valuablesitem tag) - Highlights enchanted items
- Highlights enemies
- Highlights animals
Level 2:
- Highlights valuable items (
#additional_enchantments:valuablesitem tag) - Highlights enchanted items
- Highlights enemies
- Highlights animals
- Highlights bosses
Level 3:
- Highlights valuable items in a limited form (
#additional_enchantments:limited_valuablesitem tag) - Highlights enchanted books containing useful enchantments (e.g.,
Unbreaking IIorMending) - Highlights enemies
- Highlights animals
- Highlights bosses
Technical Definition
{
"perception": { // [Mandatory] ||
"values": [ // [Mandatory] ||
{
"level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply
"min": integer, // [Optional] ||
"max": integer // [Optional] ||
},
"value": [ // [Mandatory] ||
{
"key": ResourceLocation, // [Mandatory] || Unique identifier for the effect
"condition": LootItemCondition, // [Mandatory] || Checks which entities this effect will apply to
"range": LevelBasedValue, // [Mandatory] || Defines up to which distance the entities will be affected at
"color": ShiftingColor // [Mandatory] || The colors of the effect
}
]
}
]
}
}
ShiftingColor
{
"colors": [ // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate
{
"color": TextColor, // [Mandatory] ||
"alpha": float // [Optional] || The alpha value of the color (0..1) (Default: 1)
}
],
"color_shift_rate": double, // [Optional] || At which speed the colors will be cycled through (Default: 1.0)
"priority": integer // [Optional] || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}
Additional explanations
- TextColor: Either a named minecraft color or Hex codes
- ResourceLocation
- LootItemCondition
thisentity context relates to the targeted entity that would receive the glow effectoriginrelates to the position of the targeted entity
- LevelBasedValue
Treasure Finder
- Will highlight blocks using different ways, see below for more information

(Compression combined with a still image makes this look worse than it actually is)
Default Effects
All levels:
treasures, using theparticlesdisplay type
Level 1:
- (Uses
simple_shaderfor all ores) - Copper ore
- Iron ore
- Zinc ore
- Silver ore
Level 2:
- (Uses
simple_shaderfor all ores) - Iron ore
- Zinc ore
- Silver ore
- Lapis ore
- Gold ore
Level 3:
- (Uses
simple_shaderfor all ores) - Lapis ore
- Gold ore
- Emerald ore
- Diamond ore
Level 4:
- (Uses
outlinefor all ores) - Emerald ore
- Diamond ore
- Netherite ore
Technical Definition
{
"vision": { // [Mandatory] ||
"values": [ // [Mandatory] ||
{
"level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply
"min": integer, // [Optional] ||
"max": integer // [Optional] ||
},
"value": [ // [Mandatory] ||
{
"id": ResourceLocation, // [Mandatory] || Unique identifier for the effect
"blocks": BlockDefinition, // [Mandatory] || Defines to which blocks this effect will apply to
"range": LevelBasedValue, // [Mandatory] || Defines up to which distance the blocks will be affected at
"display_type": DisplayType, // [Mandatory] || Defines how the effect will be displayed
"particle_rate": integer, // [Optional] || The rate at which particles will be spawned (only applicable to 'particles' display type) (Default: 0)
"color": ShiftingColor // [Mandatory] || The colors of the effect
}
]
}
]
}
}
ShiftingColor
{
"colors": [ // [Mandatory] || The colors defined in here will be smoothly cycled through based on the specified shift rate
{
"color": TextColor, // [Mandatory] ||
"alpha": float // [Optional] || The alpha value of the color (0..1) (Default: 1)
}
],
"color_shift_rate": double, // [Optional] || At which speed the colors will be cycled through (Default: 1.0)
"priority": integer // [Optional] || Which color to be picked - the entry with the highest priority will be picked (Default: 0)
}
Additional explanations
- BlockDefinition allows either one of these two
treasures: Unopened loot containers (included inadditional_enchantment:treasuresblock tag)- HolderSet of type
Block
- DisplayType
outline: Outline around the block, visible through wallsparticles: Spawns particles at the block positionsimple_shader: A glow effect around the block
- TextColor: Either a named minecraft color or Hex codes
- ResourceLocation
- HolderSet
- LevelBasedValue
Climbing
- Allows climbing on most blocks, no ladder required
- At further levels also disables the automatic sliding down and even allows climbing on ceilings
Default Effects
Level 1:
- Allows climbing if the block matches:
- Is not air
- Is solid
- Is not a fluid
- Is not
#additional_enchantments:slippery(ice / glass)
Level 2:
- Enables sticking to walls
Level 3:
- Enables ceiling climbing
Technical Definition
{
"climbable": { // [Mandatory] ||
"values": [ // [Mandatory] ||
{
"level_range": { // [Mandatory] || Defines at which enchantment levels this effect will apply
"min": integer, // [Optional] ||
"max": integer // [Optional] ||
},
"value": [ // [Mandatory] ||
{
"key": ResourceLocation, // [Mandatory] || Unique identifier for the effect
"blocks": BlockPredicate, // [Mandatory] || Defines which blocks are climbable
"can_stick_to_walls": boolean, // [Optional] || If enabled the entity will not automatically slide down the wall (press SHIFT to be able to climb downwards)
"can_climb_ceilings": boolean // [Optional] || If enabled the entity will be able to climb along the ceiling
}
]
}
]
}
}
Additional explanations
Green Foot
- Applies a bonemeal effect on the blocks you walk on and around you
- For saplings and crops the effect will also damage the enchanted item per application
Default Effects
Level 1:
- Any block: Constant 1% chance
#minecraft:saplings: 10% chance, + 7.5% chance per level#minecraft:crops: 30% chance, + 10% chance per level
Level 2:
- Increased range
- Increased probability
Level 3:
- Increased range
- Increased probability
Technical Definition
{
"growth_entries": [ // [Mandatory] ||
{
"predicate": BlockPredicate, // [Mandatory] || Checks which block to apply this effect to
"probability": LevelBasedValue, // [Mandatory] || The chance for this effect to be applied, checked separately before each attempt for every position
"priority": integer, // [Optional] || Which effect to pick if multiple predicates match - the highest priority is selected (Default: 0)
"damage": integer // [Mandatory] || The amount the enchanted item will be damaged from each successful effect attempt
}
],
"extra_range": LevelBasedValue // [Mandatory] || The extra range (radius) around the player this effect will apply to, in addition to the origin position
}
Additional explanations


